ROM Hack Super Mario 64 DS editor

Arisotura

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TT64 DS anyone?
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Model rendering is in for several objects, but there are still many to add. Also, I still gotta find a way to render billboards- atm trees are just static, and so would be the bodies of Bob-Ombs and bullies. And those iron boulders.
 

Apache Thunder

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Very nice. I used this to experiment a little while I wait for your next version. I added a cannon to the Castle courtyard and found that I had the wrong behavior settings on it. (it used to be a tree) So instead of being a usable cannon, it was the cannon that stayed active and was shooting soap bubbles or something.
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After correcting the bahavior setting, it acted like a normal cannon and I tried to use it to get on top of the castle. Unfortunatly invisible collision walls from the visible mesh are set up to prevent it.

It would be a cool hack/mod if some one found a way to merge the court yard with the castle grounds.
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The only real thing holding that back perhaps is the object banks, and the door warps. Currently the doors don't show up in the editor and thus there is no way to edit where they go.
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That and I don't know the poly count of the castle grounds and the court yard respectively. If they are combined it may exceed the poly count that the DS can handle. Though for the original game, I don't know why they made it separate from the castle grounds. It looked like the Nintendo 64 could have handled it fine judging from the vast landscapes from Zelda OOT and Majora's Mask.

Once this program matures some more, I may give that serious try sometime.
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Also, I noticed I could place "paintings" inside the castle since they are objects (in Mario 64, they were part of the mesh and had warp settings but in Mario 64DS, they are placed as an object), but they don't behave as true painting in the since that I can't enter them. The one I placed in the middle of one of the rooms would ripple when I pass through it, but would not cause me to enter the level. I just passed through and nothing happened.
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I guess it may be some time before the warps are figured out. I noticed in the screenshot above, you have a warps menu, so it looks like level warps are figured out. Warps from Painting figured out too perhaps?
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Only time will tell.
 

Arisotura

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According to Wikipedia, the DS supports 2048 triangles (6144 vertices) per frame, that is, 122880 polygons per second.

Not only the level model, but also the objects have to be rendered, and some like Goombas are fairly well defined (not as well as in SMG, but they're still higher res than SM64's). However, the game will not render objects that are too far away. Large levels (or levels with multiple rooms) are also split into multiple parts, the game renders only what's in the part the player is in.

About doors, I recently found out some stuff about these, so the next version of the editor will let you move them
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As for the paintings, the painting object alone doesn't warp to other levels. It's just painting graphics. The warps to other levels are separate objects that are placed behind the paintings. The warps from the level to the castle, are more separate objects. The next editor will also handle all that.
Edit- I figure this may be unclear. I meant that level entrance warps and level exit warps are two different types of objects.

Besides, not everything in the buttons is really quite figured out- the buttons don't do anything for now; I've placed them mostly to see what the interface will look like and how much space it will take. But they should all become functional soon enough
smile.gif
 

Arisotura

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As for merging the castle grounds and courtyards, I looked a bit at the thing.

Here is a beta video where both would be the same level:
[youtube]4LdSPa7FNnQ[/youtube]
We could work on reproducing that.

As for the object banks. Boos are used in the courtyards; according to a quick test, they can be used in the Castle grounds after tweaking the object bank settings, and without any problems so far.

So guess that technically, merging the castle grounds and courtyards would be possible. Once we can edit the 3D models, that is.
 

Arisotura

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Showin' some progress.
fkb9qc.png


This is how the selected/hovered objects will be highlighted. (yellow is for the hovered object while white is for the selected one). I want to know your opinions about it
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As for the object parameters, I implemented a VS-style PropertyGrid instead of the old panel, for it is more flexible
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I yet have to make it show the ID/parameters as hex numbers rather than decimal, and implement the object-specific parameters correctly.

And besides, I still have to make object data be read from the object info database. And I don't exactly feel like filling out the whole database myself alone, so some help would be welcome. However, the method of describing the parameters I have implemented may be confusing, I'll most likely change it a bit so that it's easier to understand.


Lastly, the project's not going fast currently, I know. Real life is getting in the way. Mainly, complicated school bullshit.
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sightlight

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he might be busy with school or something. although an update will be appreciated
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or he might be working with the guy making the sandbox DS-DSi? Just saying..
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Arisotura

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Uh, don't ask for updates like that.

As for progress, no screenshot for today. I'm working on integrating the object info database to SM64DSe. I will make the editor check for database updates upon launches and download the new database if there's been updates. The database can also be downloaded manually if the editor's update function fails for whatever reason.
 

Arisotura

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Time to show some progress. I decided to first work on model importing, which is to be one of the key features of SM64DSe v1.1. I will continue reimplementing object editing later
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So here's a screenshot of the (very incomplete) model importer.
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Here's the model that was used above, in SketchUp:
4j5h1k.png


This model importer supports Wavefront OBJ files, since it's apparently the most common model format in SM64 hacking. Perhaps it will also support .3ds files.

Feedback on the model importer is welcome.
 
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